- Do not bind companion framebuffer when clearing single aspect; let the
contest mechanism sort it out instead
- Do not prematurely tag framebuffers, instead only do so at
write-confirmation time. Should avoid false tagging if setup does not
allow a render to occur.
* Restore stack in fifo error handling
* Update get register after the cmd execution
* Fix put pause in the middle of command
* Add restore points when branching to self
* Precise nopcmd detection
* Test all invalid cmds for early treatment of queue corruption
- Tries to detect when FIFO preprocessing is beneficial and only enables optimizations if the benefit outweighs the cost
- Current threshold is at least 500 draw calls saved at over 2000 draw calls to justify the overhead
- TODO: More tuning for other CPUs
- Also fix visual corruption when using disjoint indexed draws
- Refactor draw call emit again (vk)
- Improve execution barrier resolve
- Allow vertex/index rebase inside begin/end pair
- Add ALPHA_TEST to list of excluded methods [TODO: defer raster state]
- gl bringup
- Simplify
- using the simple_array gets back a few more fps :)
- POS does not have to be fetched from ATTR[0]
- Confirmed with UC1 that uses WEIGHT for positions
- At least one POS stream has to exist to feed the position attribute which cannot repeat for a single triangle
* CMake: Refactor build to multiple libraries
- Refactor CMake build system by creating separate libraries for
different components
- Create interface libraries for most dependencies and add 3rdparty::*
ALIAS targets for ease of use and use them to try specifying correct
dependencies for each target
- Prefer 3rdparty:: ALIAS when linking dependencies
- Exclude xxHash subdirectory from ALL build target
- Add USE_SYSTEM_ZLIB option to select between using included ZLib and
the ZLib in CMake search path
* Add cstring include to Log.cpp
* CMake: Add 3rdparty::glew interface target
* Add Visual Studio CMakeSettings.json to gitignore
* CMake: Move building and finding LLVM to 3rdparty/llvm.cmake script
- LLVM is now built under 3rdparty/ directory in the binary directory
* CMake: Move finding Qt5 to 3rdparty/qt5.cmake script
- Script has to be included in rpcs3/CMakeLists.txt because it defines
Qt5::moc target which isn't available in that folder if it is
included in 3rdparty directory
- Set AUTOMOC and AUTOUIC properties for targets requiring them (rpcs3
and rpcs3_ui) instead of setting CMAKE_AUTOMOC and CMAKE_AUTOUIC so
those properties are not defined for all targets under rpcs3 dir
* CMake: Remove redundant code from rpcs3/CMakeLists.txt
* CMake: Add BUILD_LLVM_SUBMODULE option instead of hardcoded check
- Add BUILD_LLVM_SUBMODULE option (defaults to ON) to allow controlling
usage of the LLVM submodule.
- Move option definitions to root CMakeLists
* CMake: Remove separate Emu subtargets
- Based on discussion in pull request #5032, I decided to combine
subtargets under Emu folder back to a single rpcs3_emu target
* CMake: Remove utilities, loader and crypto targets: merge them to Emu
- Removed separate targets and merged them into rpcs3_emu target as
recommended in pull request (#5032) conversations. Separating targets
probably later in a separate pull request
* Fix relative includes in pad_thread.cpp
* Fix Travis-CI cloning all submodules needlessly
- Use proper time checking; depending on what is being done one 'tick' can
be almost a millisecond long or several nanoseconds
- Avoid spamming the system timer unless necessary
- A possible deadlock is still present if rsx is trying to get a super_ptr whilst the vm lock holder is in an access violation
This patch makes this scenario very unlikely since each block need only be touched once
- Implement forced reading when calling update method to sync partial lists
- Defer conditional render evaluation and use a read barrier to avoid extra work
- Fix HLE gcm library when binding tiles & zcull RAM
- Defer compilation process to worker threads
- vulkan: Fixup for graphics_pipeline_state.
Never use struct assignment operator on vk** structs due to padding after sType member (4 bytes)
- Adds proper support for vertex textures, including dimensions other than 2D textures
- Minor analyser fixup, removes spurious 'analyser failed' errors
- Minor optimizations for program state tracking
- Adds dead code elimination
- Fix absolute branch target addresses to take base address into account
- Patch branch targets relative to base address to improve hash matching
- Bumps shader cache version
- Enables shader logging option to write out vertex program binary,
helpful when debugging problems.
- Avoid re-locking memory if there is no reason to do so (no draws issued)
- Actively bound regions should always get written to the backing cache
- Forcefully read memory during download if writes to the target have occured since last sync event
1. rsx: Rework section synchronization using the new memory mirrors
2. rsx: Tweaks
- Simplify peeking into the current rsx::thread instance.
Use a simple rsx::get_current_renderer instead of asking fxm for the same
- Fix global rsx super memory shm block management
3. rsx: Improve memory validation. test_framebuffer() and
tag_framebuffer() are simplified due to mirror support
4. rsx: Only write back confirmed memory range to avoid overapproximation errors in blit engine
5. rsx: Explicitly mark clobbered flushable sections as dirty to have them
removed
6. rsx: Cumulative fixes
- Reimplement rsx::buffered_section management routines
- blit engine subsections are not hit-tested against confirmed/committed memory range
Not all applications are 'honest' about region bounds, making the real cpu range useless for blit ops
- Properly identify puller spin primitives
- Add a small wake delay after exiting a spin delay. Fixes desynchronization
It seems real hw has a small delay between cell edits to commandbuffer memory at the GET address and the changes becoming visible to the DMA puller
Simulated with a short busy_wait, large values will improve sync but degrade performance
- Improve dirty state tracking affecting program state
- vk: Refactor out transform constants upload into a separate channel to avoid if possible
transform data uploads are quite expensive
- Track asynchronous operations in RSX core
- Add read barriers to force pending writes to finish.
Fixes zcull delay flicker in all UE3 titles without forcing hard stall
- Increase zcull latency as all writes should be synchronized now